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https://github.com/overte-org/overte.git
synced 2025-04-08 05:52:38 +02:00
OpenVR: More reliable detection of left and right hands
This commit is contained in:
parent
7457b73e74
commit
01ef5aabcb
2 changed files with 61 additions and 64 deletions
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@ -60,10 +60,10 @@ void ViveControllerManager::activate() {
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[this] (bool clicked) { this->setRenderControllers(clicked); },
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true, true);
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if (!_hmd) {
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_hmd = acquireOpenVrSystem();
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if (!_system) {
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_system = acquireOpenVrSystem();
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}
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Q_ASSERT(_hmd);
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Q_ASSERT(_system);
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// OpenVR provides 3d mesh representations of the controllers
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// Disabled controller rendering code
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@ -71,7 +71,7 @@ void ViveControllerManager::activate() {
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auto renderModels = vr::VRRenderModels();
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vr::RenderModel_t model;
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if (!_hmd->LoadRenderModel(CONTROLLER_MODEL_STRING, &model)) {
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if (!_system->LoadRenderModel(CONTROLLER_MODEL_STRING, &model)) {
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qDebug() << QString("Unable to load render model %1\n").arg(CONTROLLER_MODEL_STRING);
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} else {
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model::Mesh* mesh = new model::Mesh();
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@ -118,7 +118,7 @@ void ViveControllerManager::activate() {
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}
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*/
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// unregister with UserInputMapper
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// register with UserInputMapper
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auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
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userInputMapper->registerDevice(_inputDevice);
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_registeredWithInputMapper = true;
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@ -130,9 +130,9 @@ void ViveControllerManager::deactivate() {
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_container->removeMenuItem(MENU_NAME, RENDER_CONTROLLERS);
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_container->removeMenu(MENU_PATH);
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if (_hmd) {
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if (_system) {
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releaseOpenVrSystem();
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_hmd = nullptr;
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_system = nullptr;
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}
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_inputDevice->_poseStateMap.clear();
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@ -226,56 +226,56 @@ void ViveControllerManager::pluginUpdate(float deltaTime, const controller::Inpu
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void ViveControllerManager::InputDevice::update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, bool jointsCaptured) {
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_poseStateMap.clear();
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_buttonPressedMap.clear();
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PerformanceTimer perfTimer("ViveControllerManager::update");
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auto leftHandDeviceIndex = _system->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_LeftHand);
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auto rightHandDeviceIndex = _system->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand);
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if (!jointsCaptured) {
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handleHandController(leftHandDeviceIndex, inputCalibrationData, true);
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handleHandController(rightHandDeviceIndex, inputCalibrationData, false);
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}
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int numTrackedControllers = 0;
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for (vr::TrackedDeviceIndex_t device = vr::k_unTrackedDeviceIndex_Hmd + 1;
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device < vr::k_unMaxTrackedDeviceCount && numTrackedControllers < 2; ++device) {
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if (!_hmd->IsTrackedDeviceConnected(device)) {
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continue;
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}
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if (_hmd->GetTrackedDeviceClass(device) != vr::TrackedDeviceClass_Controller) {
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continue;
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}
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if (!_trackedDevicePose[device].bPoseIsValid) {
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continue;
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}
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if (leftHandDeviceIndex != vr::k_unTrackedDeviceIndexInvalid) {
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numTrackedControllers++;
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bool left = numTrackedControllers == 2;
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}
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if (rightHandDeviceIndex != vr::k_unTrackedDeviceIndexInvalid) {
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numTrackedControllers++;
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}
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_trackedControllers = numTrackedControllers;
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}
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if (!jointsCaptured) {
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const mat4& mat = _trackedDevicePoseMat4[device];
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const vec3 linearVelocity = _trackedDeviceLinearVelocities[device];
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const vec3 angularVelocity = _trackedDeviceAngularVelocities[device];
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handlePoseEvent(inputCalibrationData, mat, linearVelocity, angularVelocity, numTrackedControllers - 1);
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}
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void ViveControllerManager::InputDevice::handleHandController(uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData, bool isLeftHand) {
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if (_system->IsTrackedDeviceConnected(deviceIndex) &&
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_system->GetTrackedDeviceClass(deviceIndex) == vr::TrackedDeviceClass_Controller &&
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_trackedDevicePose[deviceIndex].bPoseIsValid) {
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// process pose
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const mat4& mat = _trackedDevicePoseMat4[deviceIndex];
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const vec3 linearVelocity = _trackedDeviceLinearVelocities[deviceIndex];
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const vec3 angularVelocity = _trackedDeviceAngularVelocities[deviceIndex];
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handlePoseEvent(inputCalibrationData, mat, linearVelocity, angularVelocity, isLeftHand);
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// handle inputs
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vr::VRControllerState_t controllerState = vr::VRControllerState_t();
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if (_hmd->GetControllerState(device, &controllerState)) {
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//qDebug() << (numTrackedControllers == 1 ? "Left: " : "Right: ");
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//qDebug() << "Trackpad: " << controllerState.rAxis[0].x << " " << controllerState.rAxis[0].y;
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//qDebug() << "Trigger: " << controllerState.rAxis[1].x << " " << controllerState.rAxis[1].y;
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if (_system->GetControllerState(deviceIndex, &controllerState)) {
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// process each button
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for (uint32_t i = 0; i < vr::k_EButton_Max; ++i) {
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auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)i);
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bool pressed = 0 != (controllerState.ulButtonPressed & mask);
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handleButtonEvent(i, pressed, left);
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handleButtonEvent(i, pressed, isLeftHand);
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}
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// process each axis
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for (uint32_t i = 0; i < vr::k_unControllerStateAxisCount; i++) {
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handleAxisEvent(i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, left);
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handleAxisEvent(i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, isLeftHand);
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}
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}
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}
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_trackedControllers = numTrackedControllers;
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}
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void ViveControllerManager::InputDevice::focusOutEvent() {
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@ -284,42 +284,38 @@ void ViveControllerManager::InputDevice::focusOutEvent() {
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};
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// These functions do translation from the Steam IDs to the standard controller IDs
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void ViveControllerManager::InputDevice::handleAxisEvent(uint32_t axis, float x, float y, bool left) {
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void ViveControllerManager::InputDevice::handleAxisEvent(uint32_t axis, float x, float y, bool isLeftHand) {
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//FIX ME? It enters here every frame: probably we want to enter only if an event occurs
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axis += vr::k_EButton_Axis0;
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using namespace controller;
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if (axis == vr::k_EButton_SteamVR_Touchpad) {
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_axisStateMap[left ? LX : RX] = x;
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_axisStateMap[left ? LY : RY] = y;
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_axisStateMap[isLeftHand ? LX : RX] = x;
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_axisStateMap[isLeftHand ? LY : RY] = y;
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} else if (axis == vr::k_EButton_SteamVR_Trigger) {
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_axisStateMap[left ? LT : RT] = x;
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_axisStateMap[isLeftHand ? LT : RT] = x;
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}
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}
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// These functions do translation from the Steam IDs to the standard controller IDs
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void ViveControllerManager::InputDevice::handleButtonEvent(uint32_t button, bool pressed, bool left) {
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void ViveControllerManager::InputDevice::handleButtonEvent(uint32_t button, bool pressed, bool isLeftHand) {
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if (!pressed) {
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return;
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}
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if (button == vr::k_EButton_ApplicationMenu) {
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_buttonPressedMap.insert(left ? controller::LEFT_PRIMARY_THUMB : controller::RIGHT_PRIMARY_THUMB);
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_buttonPressedMap.insert(isLeftHand ? controller::LEFT_PRIMARY_THUMB : controller::RIGHT_PRIMARY_THUMB);
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} else if (button == vr::k_EButton_Grip) {
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// Tony says these are harder to reach, so make them the meta buttons
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_buttonPressedMap.insert(left ? controller::LB : controller::RB);
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_buttonPressedMap.insert(isLeftHand ? controller::LB : controller::RB);
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} else if (button == vr::k_EButton_SteamVR_Trigger) {
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_buttonPressedMap.insert(left ? controller::LT : controller::RT);
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_buttonPressedMap.insert(isLeftHand ? controller::LT : controller::RT);
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} else if (button == vr::k_EButton_SteamVR_Touchpad) {
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_buttonPressedMap.insert(left ? controller::LS : controller::RS);
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} else if (button == vr::k_EButton_System) {
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//FIX ME: not able to ovrewrite the behaviour of this button
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_buttonPressedMap.insert(left ? controller::LEFT_SECONDARY_THUMB : controller::RIGHT_SECONDARY_THUMB);
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_buttonPressedMap.insert(isLeftHand ? controller::LS : controller::RS);
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}
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}
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void ViveControllerManager::InputDevice::handlePoseEvent(const controller::InputCalibrationData& inputCalibrationData,
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const mat4& mat, const vec3& linearVelocity,
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const vec3& angularVelocity, bool left) {
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const vec3& angularVelocity, bool isLeftHand) {
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// When the sensor-to-world rotation is identity the coordinate axes look like this:
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//
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// user
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@ -384,8 +380,8 @@ void ViveControllerManager::InputDevice::handlePoseEvent(const controller::Input
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static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;
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static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;
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auto translationOffset = (left ? leftTranslationOffset : rightTranslationOffset);
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auto rotationOffset = (left ? leftRotationOffset : rightRotationOffset);
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auto translationOffset = (isLeftHand ? leftTranslationOffset : rightTranslationOffset);
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auto rotationOffset = (isLeftHand ? leftRotationOffset : rightRotationOffset);
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glm::vec3 position = extractTranslation(mat);
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glm::quat rotation = glm::normalize(glm::quat_cast(mat));
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@ -399,7 +395,7 @@ void ViveControllerManager::InputDevice::handlePoseEvent(const controller::Input
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// handle change in velocity due to translationOffset
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avatarPose.velocity = linearVelocity + glm::cross(angularVelocity, position - extractTranslation(mat));
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avatarPose.angularVelocity = angularVelocity;
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_poseStateMap[left ? controller::LEFT_HAND : controller::RIGHT_HAND] = avatarPose.transform(controllerToAvatar);
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_poseStateMap[isLeftHand ? controller::LEFT_HAND : controller::RIGHT_HAND] = avatarPose.transform(controllerToAvatar);
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}
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controller::Input::NamedVector ViveControllerManager::InputDevice::getAvailableInputs() const {
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@ -50,7 +50,7 @@ public:
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private:
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class InputDevice : public controller::InputDevice {
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public:
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InputDevice(vr::IVRSystem*& hmd) : controller::InputDevice("Vive"), _hmd(hmd) {}
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InputDevice(vr::IVRSystem*& system) : controller::InputDevice("Vive"), _system(system) {}
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private:
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// Device functions
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virtual controller::Input::NamedVector getAvailableInputs() const override;
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@ -58,13 +58,14 @@ private:
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virtual void update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, bool jointsCaptured) override;
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virtual void focusOutEvent() override;
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void handleButtonEvent(uint32_t button, bool pressed, bool left);
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void handleAxisEvent(uint32_t axis, float x, float y, bool left);
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void handleHandController(uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData, bool isLeftHand);
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void handleButtonEvent(uint32_t button, bool pressed, bool isLeftHand);
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void handleAxisEvent(uint32_t axis, float x, float y, bool isLeftHand);
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void handlePoseEvent(const controller::InputCalibrationData& inputCalibrationData, const mat4& mat,
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const vec3& linearVelocity, const vec3& angularVelocity, bool left);
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const vec3& linearVelocity, const vec3& angularVelocity, bool isLeftHand);
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int _trackedControllers { 0 };
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vr::IVRSystem*& _hmd;
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vr::IVRSystem*& _system;
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friend class ViveControllerManager;
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};
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@ -81,8 +82,8 @@ private:
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int _rightHandRenderID { 0 };
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bool _renderControllers { false };
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vr::IVRSystem* _hmd { nullptr };
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std::shared_ptr<InputDevice> _inputDevice { std::make_shared<InputDevice>(_hmd) };
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vr::IVRSystem* _system { nullptr };
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std::shared_ptr<InputDevice> _inputDevice { std::make_shared<InputDevice>(_system) };
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static const QString NAME;
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